Animating with a self-organizing population the reconstruction of medieval Mértola
R.F. Antunes and A.P. Cláudio and M.B. Carmo and L. Correia
Presented at 15th Eurographics Workshop on Graphics and Cultural Heritage
This paper provides a contribution to the ﬁeld of historical simulations of the past. Throughout this document, we will describe a novel model to animate these simulations with autonomous characters exhibiting heterogeneous and spontaneous behaviours and we will discuss a case study, the simulation of the medieval village of Mértola, in the South of Portugal. We will ﬁrst detail the work of construction of the urban layout. Using manual modeling combined with procedural generation, we have generated a virtual space containing some of the military structures, such as the defensive walls and the watch tower in the river, as well as some of the civilian housing inside the protection of the walls. Following, we will describe the virtual population inhabiting the space composed of autonomous individuals dressed with historical rigour. These inhabitants of the virtual city, are equipped with limited intelligence and personality traits which allows them to self-organize, interact with each other and at the local market. They communicate with their fellow citizens in the narrow streets of the village using expressive gestures and postures that convey their inner emotional states.
Bio-Inspired Virtual Populations: Adaptive Behavior with Affective Feedback
Rui Filipe Antunes and Nadia Magnenat-Thalmann
Presented at CASA 2016 ( The 29th Conference on Computer Animation and Social Agents)
In this paper, we describe an agency model for generative populations of humanoid characters, based upon temporal variation of affective states. We have built on an existing agent framework from Sequeira et al., and adapted it to be susceptible to temperamental and emotive states in the context of cooperative and non-cooperative interactions based on trading activity. More specifically, this model operates within two existing frameworks: a) intrinsically motivated reinforcement learning, structured upon affective appraisals in the relationship of the agents with their environment; b) a multi-temporal representation of individual psychology, common in the field of affective computing, structuring individual psychology as a tripartite relationship: emotions-moods-personality. Results show a populations of agents that express their individuality and autonomy with a high level of heterogeneous and spontaneous behaviors, while simultaneously adapting and overcoming their perceptual limitations.
Human Crowd Simulation: What Can We Learn From ALife?
Rui Filipe Antunes and Nadia Magnenat-Thalmann
Presented at ALIFE 2016 (The 15th Internat. Conf. on the Synthesis and Simulation of Living Systems)
One of the key components of the suspension of disbelief in real-time 3D simulations is the apparent authenticity of actions and gestures played by the individuals of the virtual population. This paper addresses this aspect of simulation, by investigating ways to improve the behavioral realism of virtual humanoid characters in groups and small multitudes. We look at the framework of ALife, identifying and analyzing existing bio-mimicking techniques that can be used in this context and contribute towards the improvement of the plausibility from the generated simulations. By looking at the literature, we identify some of the key elements from ALife
that are being progressively incorporated in the simulations of groups and crowds. Then, we discuss a generative model for spontaneity and heterogeneity where bio-inspired agents are individualized with DNA-like strings and appear organized
hierarchically exchanging token units of energy, mass, and resources. The result is a generative population of agents that self-organize and interact autonomously, exhibiting interesting social dynamics based on biological tenets and an economy of resources. We analyze this simulation quantitatively with the purpose of studying the impact of each of the previously identified techniques.
Virtual cities inhabited by autonomous characters: a pipeline for their production
Ana Paula Cláudio, Maria Beatriz Carmo, Alexandre Antonio de Carvalho, Willian Xavier, and Rui Filipe Antunes
Presented at ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation
Creating 3D reconstruction of the past is a challenging task requiring a vast set of technical skills, with teams usually including historians, 3D artists and IT technicians. In this paper, we describe our combined efforts to work under a low‑budget pipeline to make a 3D simulation of the medieval village of Mértola in the south of Portugal. The work we describe in this paper is part of a larger project called "BIHC - Bio- Inspired Human Crowds" whose partial objectives are the development of a set of tools for the animation of 3D reconstructions of cultural heritage sites. We have focused on developing a lightweight model of the village that would allow the incorporation of virtual autonomous inhabitants in a simulation running in real-time and visitable by online audiences in both i) bird’s-eye and ii) first-person points of view. The contribution of this paper is the identification of a set of tools and stages that can be used to obtain the final interactive environment recreating the inhabited ancient village.